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<blockquote data-quote="RAGNAROKISCOMING2007" data-source="post: 3981855" data-attributes="member: 50701"><p><strong><span style="font-size: 22px"><span style="color: Purple">Graz’zt, The Dark Prince</span></span></strong> </p><p></p><p><strong>Graz’zt, The Dark Prince </strong></p><p><strong>Large Outsider (chaotic, evil, extraplanar, tanar’ri) </strong></p><p><strong> Symbol:</strong>Graz’zt’s six-fingered hand or a black silhouette of his head with glowing green eyes</p><p><strong>Cosmic Rank:</strong>17 (20 in Azzagrat)</p><p><strong>HD:</strong> 93d8 + 1,674 + 120 (2,538 hp)</p><p><strong>Initiative:</strong> +23</p><p><strong>Speed:</strong> 90 ft.</p><p><strong>AC: </strong> 97 (+18 armor, +21 deflection, +15 Dex, +35 natural, -1 size) touch 44, flat-footed 82; displacement (50 % miss chance)</p><p><strong>BAB/ Grapple: </strong> +93/+113</p><p><strong>Attack: </strong> <em>+9 acidic blast, keen, speed, unholy power, vile, greatsword, Zelumicor </em>+121 melee (3d6 + 41 + 3d6 acid + 3d6 unholy + 1 vile/17-20/x2)</p><p><strong>Full attack:</strong> <em>+9 acidic blast, keen, speed, unholy power, vile, greatsword, Zelumicor </em>+121/+121/+116/+111/+106 melee (3d6 + 41 + 3d6 acid + 3d6 unholy + 1 vile/17-20/x2)</p><p><strong>Space/reach:</strong> 10ft./10ft.</p><p><strong>Special attacks:</strong>Breath Weapon, Constrict, Epic Spell-like Abilities, Fear, Flames of Azzagrat, Graz’zt’s Arcane Fire, Improved Grab, Shadow Jump, True Mastery of the Elements, True Spell Power of Graz’zt, Tyrannical Stare, Shadow Bolt, Shadow Field, Spell-like Abilities, Summon Lamia, Summon Tanar’ri, Summon Shadows,Toss</p><p><strong>Special qualities:</strong> Darkvision 120ft., DR 40/Epic Good and Cold Iron, Energy Resistance to Cold 50, Fire 50, Immunity to Acid, Electricity and Poison, Immunity to Ability Damage, Ability Drain, Energy Drain, Mind- Affecting Effects, Petrification, and Polymorphing, Fast Healing 30, Item Master, Low-Light Vision, Prince of Shadows, Prince of Tyrants, Ravaged Form (Acidic Blood), Ravaged Form (Dark Beauty), Regeneration 35, SR 103, Telepathy 1000 ft., True Seeing</p><p><strong>Saves:</strong> Fort +72, Ref +69, Will +71</p><p><strong>Abilities:</strong> Str 43, Dex 40, Con 46, Int 47, Wis 44, Cha 52</p><p><strong>Skills:</strong> Appraise +114, Balance +111, Bluff +129, Climb +112, Concentration +114, Decipher Script +114, Diplomacy +132, Disguise +117, Forgery +114, Gather Info +117, Hide +122, Intimidate +132, Jump +136, Knowledge (arcana) +114, Knowledge (history) +114, Knowledge (religion) +114, Knowledge (the planes) +114, Listen +113, Move Silently +111, Search +114, Sense Motive +115, Spellcraft +114, Spot +113, Survival +113, Tumble +111, Use Magic Device +113</p><p><strong>Feats:</strong> Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Dark Speech, Dodge, Great Cleave, Great Fortitude, Greater Spell Focus (enchantment), Greater Spell Penetration, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Disarm, Improved Feint, Improved Initiative, Improved Sunder, Iron Will, Leadership (93), Lightning Reflexes, Magical Aptitude, Mobility, Negotiator, Persuasive, Power Attack, Quicken Spell-like Ability (eagle’s splendor), Quicken Spell-like Ability (Graz’zt’s Long Grasp), Skill Focus (Diplomacy), Skill Focus (Intimidate), Spell Focus (enchantment), Spell Penetration, Spring Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword), Whirlwind Attack</p><p><strong>Epic Feats:</strong> Blinding Speed, Epic Fortitude, Epic Leadership (93), Epic Reflexes, Epic Skill Focus (Bluff), Epic Skill Focus (Diplomacy), Epic Skill Focus (Intimidate), Epic Spellcasting, Epic Spell Penetration, Epic Toughness (x6), Epic Weapon Focus (greatsword), Epic Weapon Specialization (greatsword), Epic Willpower, Improved Combat Casting, Improved Combat Reflexes, Improved Whirlwind Attack, Legendary Commander, Superior Initiative</p><p><strong>Environment:</strong> Azzagrat (Abyss)</p><p><strong>Organization:</strong> Solitary or Group (Graz’zt, 5 Marilith (40 HD), and 10 succubus)</p><p><strong>CR:</strong>70</p><p><strong>Treasure:</strong><em>Zelumicor, Graz’zt’s Armor</em> and Quintuple Standard</p><p><strong>Alignment:</strong>Chaotic Evil</p><p></p><p><strong>Combat: </strong> Graz’zt loves to cause destruction with his spell-like abilities. However, for those who are foolish enough to face him in melee combat he will not back down. If out numbered, hell summon help.</p><p></p><p><strong>Breath Weapon (Su): </strong> Graz’zt can spit forth a 150 ft. line of glowing, green acid. It deals 40d8 points of violated acid damage. Half is acid, while the other half is unholy. Reflex save DC 79 halves. He can use this once every 1d6 rounds.DC is Con-based.</p><p></p><p><strong>Constrict (Ex): </strong> If Graz’zt successfully grapples an opponent with his sword, he deals an extra 6d6 + 61 points of damage.</p><p></p><p><strong>Fear (Su): </strong> As a free action, Graz’zt can invoke a <em>fear</em> effect at will. Will save DC 82 negates. DC is Cha-based.</p><p></p><p><strong>Flames of Azzagrat (Su): </strong> Graz’zt controls the flames the cover his triple realm, Azzagrat.</p><p>As a standard action Graz’zt can let loose one of the following.</p><p></p><p>-He can launch a 160 ft. cone of burning hot green flames from his hand. It deals 27d12 points of violated fire (half fire, half unholy) damage plus 2d6 Con damage as it burns both body and soul. Reflex save 82 halves damage. If the targeted creature’s Con reaches 0, their soul is destroyed. Only a greater god can restore the creature back to life. DC is Cha-based.</p><p>-He can launch forth a 160 ft. cone of purple flames from his hand. These flames are the very flames stored in Graz’zt’s ovens, which dot his triple realm. Thus, the flames deal 27d12 points of violated cold (half cold, half unholy) damage plus 2d6 Dex damage as it freezes its victim. Reflex save 82 halves damage. If the targeted creature’s Con and hp reaches 0, they are frozen in purple ice and their souls are trapped within as if by a <em>trap the soul</em> spell. If the targeted creature’s Con reaches 0, they are merely frozen in purple ice. Only a <em>miracle</em> or <em>wish</em> spell can unfreeze the victim. As a free action on his next turn, Graz’zt can send his all who are frozen in this fashion, straight to Azzagrat. Once they reach the layer they are still frozen, whether they are dead or alive. DC is Cha-based. </p><p></p><p><strong>Graz’zt’s Arcane Bolt (Su): </strong> As a full-round action, Graz’zt can unleash a devastating bolt of green and purple flames, which intertwine with each other. The bolt is 20 ft. wide and 600 ft. long. It deals 66d6 points of damage plus 6d6 Con damage. Reflex save DC 87 halves damage. If the targeted creature’s Con reaches 0, their soul is utterly destroyed. Only a greater god can restore the creature back to life. Even then, they have a 66% chance of failing. Graz’zt can use this power 16 times per day. DC is Cha-based.</p><p></p><p><strong>Improved Grab (Ex): </strong> When Graz’zt attacks with his sword, he can cause it to grapple his target. If successful, he can constrict or toss them.</p><p></p><p><strong>Item Master (Ex): </strong> Graz’zt can use any magic item, but he does not create them.</p><p></p><p><strong>Prince of Shadows: </strong> As the Prince of Shadows, Graz’zt gains total concealment when in the shadows. He also gains +2 bonus to DC of shadow-based spells such as <em>shadow blast, shadow fade,</em>etc.</p><p></p><p><strong>Prince of Tyrants: </strong> As the Prince of Tyrants, Graz’zt enchantment spells are hard to ignore. He gains a +6 bonus to DC of spells that are in the enchantment school.</p><p></p><p><strong>Ravaged Form (Acidic Blood): </strong> Graz’zt’s blood is highly acidic. Slashing and piercing weapons that strike Graz’zt cause his blood to spew forth from his wounds dealing 6d6 points acid of damage to the attacker. So potent is Graz’zt’s acidic blood, that it ignores any acid resistance or immunities a creature may have. Reflex save DC 79 halves damage. Bludgeoning weapons do not cause his blood to spew forth.</p><p></p><p><strong>Ravaged Form (Dark Beauty): </strong> Graz’zt’s infernal beauty is undeniable. Those looking at him must succeed a Will save DC 82 or be affected as if by a <em>charm monster/person </em> spell. If the creatures successfully save against this effect, they are immune to it for the next 24 hours.</p><p></p><p><strong>Regeneration (Ex): </strong> Graz’zt takes normal damage from epic, good, and cold iron weapons. He takes normal damage from good-aligned spells.</p><p></p><p><strong>Shadow Bolt (Su): </strong> As a standard action, Graz’zt can unleash a blackish-purple bolt of energy. It is 300 ft. long and deals 100 points of damage. Reflex save DC 82 halves. The targeted creatures must then succeed on a Fortitude save DC 82 or gain 3d6 negative levels. For each negative level a creature gains, Graz’zt gains 15 temporary hit points. These hit points cannot exceed his normal hp limit. DC’s are Cha-based.</p><p></p><p><strong>Shadow Field (Su): </strong> As a full round action, Graz’zt can erect a barrier of shadows around himself. Graz’zt creates a 30 ft. radius of shadows around himself for 60 rounds. Light- or fire-based spells aimed at Graz’zt are impeded unless the caster succeeds a Spellcraft check DC 82. Any creature stepping into the shadow field, step into absolute coldness. They take 10d6 points of cold damage per round (no save). Creatures must succeed a Fortitude save DC 82, each round they are within the shadow field, or gain 1d6 negative levels. For each negative level a creature gains, Graz’zt gains 15 temporary hit points. These hit points cannot exceed his normal hp limit. Graz’zt also gains total concealment while the field is active, and he can disperse the effect at anytime as a standard action. DC’s are Cha-based.</p><p></p><p><strong>Shadow Jump (Su): </strong> Graz’zt can jump between shadows as a shadow dancer. Only he uses his cosmic rank, 17, to determine how many miles he can shadow jump, meaning he can shadow jump up to 17 miles.</p><p></p><p><strong>Spell-like Abilities: </strong> CL 105; DC 48 + spell level; DC 56 + spell level (enchantments); DC 50 + spell level (shadow-based)</p><p>At will – <em>acid breath, astral projection, bestow curse, blasphemy, charm monster, damning darkness, darkbolt, daze, daze monster, deeper darkness, demand, desecrate, detect good, detect law, detect thoughts, discern location, eagle’s splendor (quickened), eyebite, feeblemind, fireball, fox’s cunning, fly, Graz’zt’s long grasp (quickened), greater dispelling, greater dispel magic, hold monster, hold person, ice storm, insanity, lightning bolt, magic missile, mass charm, mirror image, owl’s wisdom, scorching ray, shades, shadow blast, shadow fade, shadow walk, shapechange, suggestion, telekinesis, teleport without error, tongues (self only), touch of idiocy, unhallow, unholy aura, unholy blight, water breathing, wall of fire, wall of ice, wall or iron, water breathing, wretched blight</em></p><p>6/day – <em>antimagic field, bestow greater curse, disintegrate, dominate monster, dominate person, meteor storm, symbol of persuasion, symbol of weakness, trap the soul, veil, wish</em></p><p></p><p><strong>Epic Spell-like Abilities: </strong>Graz’zt can cast up to 11 epic spells per day.</p><p></p><p><strong>Summon Lamia (Sp): </strong> 6/day, Graz’zt can summon 3d6 lamia </p><p></p><p><strong>Summon Tanar’ri (Sp): </strong> 12/day, Graz’zt can summon 6 succubi (bard 20), or 1d6 + 1 advanced mariliths (36 HD), or 1d4 advanced glabrezu (sorcerer 20), or 1 advanced balor (45 HD)</p><p></p><p><strong>Summon Shadows (Sp): </strong> 6/day, Graz’zt can summon 6d6 + 6 greater shadows.</p><p></p><p><strong>Toss (Ex): </strong> If Graz’zt successful grapples an opponent he can toss them 100 ft. in any direction dealing 10d6 points of falling damage. The tossed creature must then succeed a Fortitude save DC 77 or be knocked prone for 6 rounds. He can only toss creatures of Huge or smaller size. DC is Str-based.</p><p></p><p><strong>True Mastery of the Elements (Su): </strong> Graz’zt is none throughout the cosmos as one of the strongest magic-users who isn’t a sorcerer or wizard. He can alter the type of energy his spell-like abilities.</p><p></p><p><strong>True Spell Power of Graz’zt (Su): </strong>Graz’zt is none throughout the cosmos as one of the strongest magic-users who isn’t a sorcerer or wizard. Like an archmage, Graz’zt can cast spells at a higher level the actually he is. He gains a +6 bonus to his caster level.</p><p></p><p><strong>Tyrannical Stare (Su): </strong> Graz’zt can target one creature with his gaze as a standard action. A creature who gazes into Graz’zt eyes must succeed a Will save DC 82 or bend to his will. At this point, Graz’zt can cause 1 of the following effects:</p><p>- He can cause the creature to obey his commands as if they were affected by a <em>dominate person/monster</em> spell of 93rd level.</p><p>- He can hold the creature in place as if they were affected by a <em>hold person/monster</em> spell of 93rd level.</p><p>- He can cause the creature to cower in fear in front of him for 6d6 minutes.</p><p>- He can hypnotize the creature as if they were affected by a <em>hypnotize</em> spell of 93rd level.</p><p></p><p><strong>Possessions: </strong></p><p></p><p><strong>Zelumicor: </strong> This foul blade is a wavy, jagged greatsword, which drips profusely with acid. It function as a <em>+9 acidic blast, keen, speed, unholy power, vile, greatsword</em>. With each strike, the acid from the blade splashes out in a 10 ft radius of the struck creature. Any creature within range takes 3d6 points of acid damage, even if Graz’zt fails to strike his target. On a successful critical hit, acid pours into the victim’s wounds. For 6 rounds the acid eats away at the victims innards, dealing 5d6 points of acid damage plus 1d6 Con drain. Fortitude save DC 82 (Cha-based) halves damage. Even if successful, the creature still takes a –6 penalty to attack, damage, and saves from the terrible pain. If unsuccessful, the target doubles over in pain for 1 round and is considered helpless. If the creature’s Con score reaches 0, it dies and becomes a puddle of acid, blood, and liquefied flesh. A <em>miracle</em> or <em>wish</em> spell restores the creature’s body, but it is still dead (-10 hp). After its body is restored, it can be <em>raised</em> normally. Graz’zt can also turn the sword into a black viper, which he can then use to constrict or toss a foe.</p><p></p><p><strong>Graz’zt’s Armor: </strong> This shiny, silvery full-plate is glamered to appear as lighter armor, which reveals more of his “flawless” body. It functions as a <em>+10 cold warding, fire warding, glamered, greater shadow, mithral fullplate </em>. He receives no penalties for wearing this armor. Any acid damage done to Graz’zt is absorbed and converted to temporary hit points as long as he wears this armor. These hit points cannot exceed his normal hp limit.</p></blockquote><p></p>
[QUOTE="RAGNAROKISCOMING2007, post: 3981855, member: 50701"] [B][SIZE=6][COLOR=Purple]Graz’zt, The Dark Prince[/COLOR][/SIZE][/B] [b]Graz’zt, The Dark Prince Large Outsider (chaotic, evil, extraplanar, tanar’ri) [/b] [b] Symbol:[/b]Graz’zt’s six-fingered hand or a black silhouette of his head with glowing green eyes [b]Cosmic Rank:[/b]17 (20 in Azzagrat) [b]HD:[/b] 93d8 + 1,674 + 120 (2,538 hp) [b]Initiative:[/b] +23 [b]Speed:[/b] 90 ft. [b]AC: [/b] 97 (+18 armor, +21 deflection, +15 Dex, +35 natural, -1 size) touch 44, flat-footed 82; displacement (50 % miss chance) [b]BAB/ Grapple: [/b] +93/+113 [b]Attack: [/b] [I]+9 acidic blast, keen, speed, unholy power, vile, greatsword, Zelumicor [/I]+121 melee (3d6 + 41 + 3d6 acid + 3d6 unholy + 1 vile/17-20/x2) [b]Full attack:[/b] [I]+9 acidic blast, keen, speed, unholy power, vile, greatsword, Zelumicor [/I]+121/+121/+116/+111/+106 melee (3d6 + 41 + 3d6 acid + 3d6 unholy + 1 vile/17-20/x2) [b]Space/reach:[/b] 10ft./10ft. [b]Special attacks:[/b]Breath Weapon, Constrict, Epic Spell-like Abilities, Fear, Flames of Azzagrat, Graz’zt’s Arcane Fire, Improved Grab, Shadow Jump, True Mastery of the Elements, True Spell Power of Graz’zt, Tyrannical Stare, Shadow Bolt, Shadow Field, Spell-like Abilities, Summon Lamia, Summon Tanar’ri, Summon Shadows,Toss [b]Special qualities:[/b] Darkvision 120ft., DR 40/Epic Good and Cold Iron, Energy Resistance to Cold 50, Fire 50, Immunity to Acid, Electricity and Poison, Immunity to Ability Damage, Ability Drain, Energy Drain, Mind- Affecting Effects, Petrification, and Polymorphing, Fast Healing 30, Item Master, Low-Light Vision, Prince of Shadows, Prince of Tyrants, Ravaged Form (Acidic Blood), Ravaged Form (Dark Beauty), Regeneration 35, SR 103, Telepathy 1000 ft., True Seeing [b]Saves:[/b] Fort +72, Ref +69, Will +71 [b]Abilities:[/b] Str 43, Dex 40, Con 46, Int 47, Wis 44, Cha 52 [b]Skills:[/b] Appraise +114, Balance +111, Bluff +129, Climb +112, Concentration +114, Decipher Script +114, Diplomacy +132, Disguise +117, Forgery +114, Gather Info +117, Hide +122, Intimidate +132, Jump +136, Knowledge (arcana) +114, Knowledge (history) +114, Knowledge (religion) +114, Knowledge (the planes) +114, Listen +113, Move Silently +111, Search +114, Sense Motive +115, Spellcraft +114, Spot +113, Survival +113, Tumble +111, Use Magic Device +113 [b]Feats:[/b] Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Dark Speech, Dodge, Great Cleave, Great Fortitude, Greater Spell Focus (enchantment), Greater Spell Penetration, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Disarm, Improved Feint, Improved Initiative, Improved Sunder, Iron Will, Leadership (93), Lightning Reflexes, Magical Aptitude, Mobility, Negotiator, Persuasive, Power Attack, Quicken Spell-like Ability (eagle’s splendor), Quicken Spell-like Ability (Graz’zt’s Long Grasp), Skill Focus (Diplomacy), Skill Focus (Intimidate), Spell Focus (enchantment), Spell Penetration, Spring Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword), Whirlwind Attack [b]Epic Feats:[/b] Blinding Speed, Epic Fortitude, Epic Leadership (93), Epic Reflexes, Epic Skill Focus (Bluff), Epic Skill Focus (Diplomacy), Epic Skill Focus (Intimidate), Epic Spellcasting, Epic Spell Penetration, Epic Toughness (x6), Epic Weapon Focus (greatsword), Epic Weapon Specialization (greatsword), Epic Willpower, Improved Combat Casting, Improved Combat Reflexes, Improved Whirlwind Attack, Legendary Commander, Superior Initiative [b]Environment:[/b] Azzagrat (Abyss) [b]Organization:[/b] Solitary or Group (Graz’zt, 5 Marilith (40 HD), and 10 succubus) [b]CR:[/b]70 [b]Treasure:[/b][I]Zelumicor, Graz’zt’s Armor[/I] and Quintuple Standard [b]Alignment:[/b]Chaotic Evil [b]Combat: [/b] Graz’zt loves to cause destruction with his spell-like abilities. However, for those who are foolish enough to face him in melee combat he will not back down. If out numbered, hell summon help. [b]Breath Weapon (Su): [/b] Graz’zt can spit forth a 150 ft. line of glowing, green acid. It deals 40d8 points of violated acid damage. Half is acid, while the other half is unholy. Reflex save DC 79 halves. He can use this once every 1d6 rounds.DC is Con-based. [b]Constrict (Ex): [/b] If Graz’zt successfully grapples an opponent with his sword, he deals an extra 6d6 + 61 points of damage. [b]Fear (Su): [/b] As a free action, Graz’zt can invoke a [I]fear[/I] effect at will. Will save DC 82 negates. DC is Cha-based. [b]Flames of Azzagrat (Su): [/b] Graz’zt controls the flames the cover his triple realm, Azzagrat. As a standard action Graz’zt can let loose one of the following. -He can launch a 160 ft. cone of burning hot green flames from his hand. It deals 27d12 points of violated fire (half fire, half unholy) damage plus 2d6 Con damage as it burns both body and soul. Reflex save 82 halves damage. If the targeted creature’s Con reaches 0, their soul is destroyed. Only a greater god can restore the creature back to life. DC is Cha-based. -He can launch forth a 160 ft. cone of purple flames from his hand. These flames are the very flames stored in Graz’zt’s ovens, which dot his triple realm. Thus, the flames deal 27d12 points of violated cold (half cold, half unholy) damage plus 2d6 Dex damage as it freezes its victim. Reflex save 82 halves damage. If the targeted creature’s Con and hp reaches 0, they are frozen in purple ice and their souls are trapped within as if by a [I]trap the soul[/I] spell. If the targeted creature’s Con reaches 0, they are merely frozen in purple ice. Only a [I]miracle[/I] or [I]wish[/I] spell can unfreeze the victim. As a free action on his next turn, Graz’zt can send his all who are frozen in this fashion, straight to Azzagrat. Once they reach the layer they are still frozen, whether they are dead or alive. DC is Cha-based. [b]Graz’zt’s Arcane Bolt (Su): [/b] As a full-round action, Graz’zt can unleash a devastating bolt of green and purple flames, which intertwine with each other. The bolt is 20 ft. wide and 600 ft. long. It deals 66d6 points of damage plus 6d6 Con damage. Reflex save DC 87 halves damage. If the targeted creature’s Con reaches 0, their soul is utterly destroyed. Only a greater god can restore the creature back to life. Even then, they have a 66% chance of failing. Graz’zt can use this power 16 times per day. DC is Cha-based. [b]Improved Grab (Ex): [/b] When Graz’zt attacks with his sword, he can cause it to grapple his target. If successful, he can constrict or toss them. [b]Item Master (Ex): [/b] Graz’zt can use any magic item, but he does not create them. [b]Prince of Shadows: [/b] As the Prince of Shadows, Graz’zt gains total concealment when in the shadows. He also gains +2 bonus to DC of shadow-based spells such as [I]shadow blast, shadow fade,[/I]etc. [b]Prince of Tyrants: [/b] As the Prince of Tyrants, Graz’zt enchantment spells are hard to ignore. He gains a +6 bonus to DC of spells that are in the enchantment school. [b]Ravaged Form (Acidic Blood): [/b] Graz’zt’s blood is highly acidic. Slashing and piercing weapons that strike Graz’zt cause his blood to spew forth from his wounds dealing 6d6 points acid of damage to the attacker. So potent is Graz’zt’s acidic blood, that it ignores any acid resistance or immunities a creature may have. Reflex save DC 79 halves damage. Bludgeoning weapons do not cause his blood to spew forth. [b]Ravaged Form (Dark Beauty): [/b] Graz’zt’s infernal beauty is undeniable. Those looking at him must succeed a Will save DC 82 or be affected as if by a [I]charm monster/person [/I] spell. If the creatures successfully save against this effect, they are immune to it for the next 24 hours. [b]Regeneration (Ex): [/b] Graz’zt takes normal damage from epic, good, and cold iron weapons. He takes normal damage from good-aligned spells. [b]Shadow Bolt (Su): [/b] As a standard action, Graz’zt can unleash a blackish-purple bolt of energy. It is 300 ft. long and deals 100 points of damage. Reflex save DC 82 halves. The targeted creatures must then succeed on a Fortitude save DC 82 or gain 3d6 negative levels. For each negative level a creature gains, Graz’zt gains 15 temporary hit points. These hit points cannot exceed his normal hp limit. DC’s are Cha-based. [b]Shadow Field (Su): [/b] As a full round action, Graz’zt can erect a barrier of shadows around himself. Graz’zt creates a 30 ft. radius of shadows around himself for 60 rounds. Light- or fire-based spells aimed at Graz’zt are impeded unless the caster succeeds a Spellcraft check DC 82. Any creature stepping into the shadow field, step into absolute coldness. They take 10d6 points of cold damage per round (no save). Creatures must succeed a Fortitude save DC 82, each round they are within the shadow field, or gain 1d6 negative levels. For each negative level a creature gains, Graz’zt gains 15 temporary hit points. These hit points cannot exceed his normal hp limit. Graz’zt also gains total concealment while the field is active, and he can disperse the effect at anytime as a standard action. DC’s are Cha-based. [b]Shadow Jump (Su): [/b] Graz’zt can jump between shadows as a shadow dancer. Only he uses his cosmic rank, 17, to determine how many miles he can shadow jump, meaning he can shadow jump up to 17 miles. [b]Spell-like Abilities: [/b] CL 105; DC 48 + spell level; DC 56 + spell level (enchantments); DC 50 + spell level (shadow-based) At will – [I]acid breath, astral projection, bestow curse, blasphemy, charm monster, damning darkness, darkbolt, daze, daze monster, deeper darkness, demand, desecrate, detect good, detect law, detect thoughts, discern location, eagle’s splendor (quickened), eyebite, feeblemind, fireball, fox’s cunning, fly, Graz’zt’s long grasp (quickened), greater dispelling, greater dispel magic, hold monster, hold person, ice storm, insanity, lightning bolt, magic missile, mass charm, mirror image, owl’s wisdom, scorching ray, shades, shadow blast, shadow fade, shadow walk, shapechange, suggestion, telekinesis, teleport without error, tongues (self only), touch of idiocy, unhallow, unholy aura, unholy blight, water breathing, wall of fire, wall of ice, wall or iron, water breathing, wretched blight[/I] 6/day – [I]antimagic field, bestow greater curse, disintegrate, dominate monster, dominate person, meteor storm, symbol of persuasion, symbol of weakness, trap the soul, veil, wish[/I] [b]Epic Spell-like Abilities: [/b]Graz’zt can cast up to 11 epic spells per day. [b]Summon Lamia (Sp): [/b] 6/day, Graz’zt can summon 3d6 lamia [b]Summon Tanar’ri (Sp): [/b] 12/day, Graz’zt can summon 6 succubi (bard 20), or 1d6 + 1 advanced mariliths (36 HD), or 1d4 advanced glabrezu (sorcerer 20), or 1 advanced balor (45 HD) [b]Summon Shadows (Sp): [/b] 6/day, Graz’zt can summon 6d6 + 6 greater shadows. [b]Toss (Ex): [/b] If Graz’zt successful grapples an opponent he can toss them 100 ft. in any direction dealing 10d6 points of falling damage. The tossed creature must then succeed a Fortitude save DC 77 or be knocked prone for 6 rounds. He can only toss creatures of Huge or smaller size. DC is Str-based. [b]True Mastery of the Elements (Su): [/b] Graz’zt is none throughout the cosmos as one of the strongest magic-users who isn’t a sorcerer or wizard. He can alter the type of energy his spell-like abilities. [b]True Spell Power of Graz’zt (Su): [/b]Graz’zt is none throughout the cosmos as one of the strongest magic-users who isn’t a sorcerer or wizard. Like an archmage, Graz’zt can cast spells at a higher level the actually he is. He gains a +6 bonus to his caster level. [b]Tyrannical Stare (Su): [/b] Graz’zt can target one creature with his gaze as a standard action. A creature who gazes into Graz’zt eyes must succeed a Will save DC 82 or bend to his will. At this point, Graz’zt can cause 1 of the following effects: - He can cause the creature to obey his commands as if they were affected by a [I]dominate person/monster[/I] spell of 93rd level. - He can hold the creature in place as if they were affected by a [I]hold person/monster[/I] spell of 93rd level. - He can cause the creature to cower in fear in front of him for 6d6 minutes. - He can hypnotize the creature as if they were affected by a [I]hypnotize[/I] spell of 93rd level. [b]Possessions: [/b] [b]Zelumicor: [/b] This foul blade is a wavy, jagged greatsword, which drips profusely with acid. It function as a [I]+9 acidic blast, keen, speed, unholy power, vile, greatsword[/I]. With each strike, the acid from the blade splashes out in a 10 ft radius of the struck creature. Any creature within range takes 3d6 points of acid damage, even if Graz’zt fails to strike his target. On a successful critical hit, acid pours into the victim’s wounds. For 6 rounds the acid eats away at the victims innards, dealing 5d6 points of acid damage plus 1d6 Con drain. Fortitude save DC 82 (Cha-based) halves damage. Even if successful, the creature still takes a –6 penalty to attack, damage, and saves from the terrible pain. If unsuccessful, the target doubles over in pain for 1 round and is considered helpless. If the creature’s Con score reaches 0, it dies and becomes a puddle of acid, blood, and liquefied flesh. A [I]miracle[/I] or [I]wish[/I] spell restores the creature’s body, but it is still dead (-10 hp). After its body is restored, it can be [I]raised[/I] normally. Graz’zt can also turn the sword into a black viper, which he can then use to constrict or toss a foe. [b]Graz’zt’s Armor: [/b] This shiny, silvery full-plate is glamered to appear as lighter armor, which reveals more of his “flawless” body. It functions as a [I]+10 cold warding, fire warding, glamered, greater shadow, mithral fullplate [/I]. He receives no penalties for wearing this armor. Any acid damage done to Graz’zt is absorbed and converted to temporary hit points as long as he wears this armor. These hit points cannot exceed his normal hp limit. [/QUOTE]
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